is there any such thing in the engine that it uses a fixed amount of memory for certain objects irrespective of its size, like a b3d model would take minimum 2 MB or a jpg/bmp/tga would take a minimum of 1 MB.
Could you explain the reason one would want such a thing? Because if the images or mesh doesn't fit into this amount, what will happen? And how much memory would you allow for intermediate states?
My game is taking up a lot of RAM, and a guy said he went through the Engine code and found that it is the case....so i want to know whether it is true???
No, there's no minimum that is (pre-)allocated for a mesh or texture. The memory consumption is directly related to the size (dimensions) and type of the mesh/image/texture. During loading of those elements more memory might be (and often is) used, but it's properly freed afterwards.
How so? What have you tried? Obviously if your game is going to have varying levels with different assets in them you need to manage them properly as you probably won't be able to get away with all of them loaded into memory at once!
skumar wrote:is there any way we can optimize memory usage....
If you're profiling speed or memory usage, you should always be doing a release build of Irrlicht and your application. Don't (literally) waste your time profiling a debug build.
Irrlicht 1.5 (available on branches/releases/1.5 now) will reduce the memory usage by freeing some texture memory that was being held unnecessarily.
rogerborg wrote:Irrlicht 1.5 (available on branches/releases/1.5 now) will reduce the memory usage by freeing some texture memory that was being held unnecessarily.
Unfortunately, this is till not true for OpenGL, because I didn't manage to add the necessary texture flags for optimized memory handling. But this will be made in the early phases of 1.6! Just as compressed textures
BTW: Was that a joke, skumar? Or a serious question?